Robert FisherJust thinking out loud Fizzbin, Calvinball, & RPGsIf you register and log in you can add comments to my pages. If viewing the main blog page, click the # underneath an entry to comment on it. (...in progress...)
I have a feeling that one—if not the—defining element of role-playing games is the role of the judge as a living rulebook. Or, perhaps more generally, a negotiation of the rules by the group with—usually—the judge being given the honor of having the final say in return for taking on the task of judge. Some people like to compare this to Fizzbin or Calvinball. To be clear: When I speak of role-playing games—or RPGs—herein, I refer to conventional, tabletop, pencil & paper games such as Dungeons & Dragons, Traveller, et al. Fizzbin In the Star Trek episode, “A Piece of the Action”, Captain Kirk invents a card game called Fizzbin to distract guards holding him & his officers hostage. The crucial difference, of course, is that Kirk’s purpose here is completely different from that on an RPG judge. The judge isn’t trying to distract the players—at least not in the same sense of the word distract. There are, however, some similarities. Kirk has to create, ad hoc, rules that his audience could believe are an actual game to hold the guards’ interest. (Although the writer can’t make the rules too believable because he must draw the TV audience in on the joke.) His game, however, doesn’t have to fool a tenured professor of ludology. Only some alien thugs. The RPG judge, likewise, must make judgments that seem plausible to the players in the context of the game. They don’t have to be perfect. Just good enough for the players at the table. The RPG judge, however, has a huge advantage over Kirk: The players are in on the joke! The judge can allow the players to help him make better judgments. Better being whatever works for the group. Calvinball In the Bill Watterson comic strip Calvin and Hobbes, the eponymous protagonist play a game known as Calvinball. It serves as a foil to the organized sports adults teach to kids. It represents the playground game kids play on their own. The crucial difference between Calvinball & RPGs is that the only constant rule of Calvinball is that it cannot be played the same way twice. RPGs have no such imperative. Calvinball is also obviously much closer to LARP in mode of play than tabletop, pencil & paper RPGs. (...about thinking outside the box &—in doing so—to expand the box...) (...a simple rule provides the structure—however minimal—that guides the game...) (...all participants invited to play the metagame...) (...sum up...) (^_^) Back to Classic D&D & other RPG musings last updated 2 months ago # |